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I've been doing a lot of testing and have come up with an area to focus on fixing. What I most suspect to be the problem with this is Maya and the Nitro plugin OR G3DCVTR. Considering G3DCVTR has been in use for a long time, it could be Maya and/or the Nitro Plugin. I just obtained 3DS Max 6 and the Nitro plugin for that and will test it momentarily. I'd say if it has the same problem, there could be a bug with importing in the program.

edit: Hitting a dead end. 3DS Max 6 doesn't run on Windows 7, and it's giving me issues on an XP Virtual machine. I have no way to test it.

I've heard of the editor before, but I don't think the 3D Model types are the same. Since the games were developed at different times, newer filetypes have been made, so the formats would be vastly different. As well, the 3D engines in each game are vastly different, so one model probably wouldn't work on the other.

It'd be interesting to see if the creator of SM64DSe could perhaps make a model importer tool for the Pokémon DS games though.

Yes they are way different, expecially when you hex edit them.....

BTW Team Fail, I've almost completed the land narc up to Route 103, and a beta of Petalburg City. Now I just need to fix some permissions and import some of the other maps. I'm still trying to fix some hex editing textures I meesed up. An Spiky is helping me with some 3DS Max errors, 3DS MAX 6 gives me alot of errors, but 3DS Max 8 is doing ok. I feel like something else is not completed yet.Therefore you have to wait sometime before I finish this...

All the plugins I know of that I have go up to Max 8. Just be sure you're using the version of the program the plugin was designed for so you don't run into problems.

Quote originally posted by VERGUNDAI:

BTW Team Fail, I've almost completed the land narc up to Route 103, and a beta of Petalburg City. Now I just need to fix some permissions and import some of the other maps. I'm still trying to fix some hex editing textures I meesed up. An Spiky is helping me with some 3DS Max errors, 3DS MAX 6 gives me alot of errors, but 3DS Max 8 is doing ok. I feel like something else is not completed yet.Therefore you have to wait sometime before I finish this...

Hm... there is something I'd actually like to be added into this tutorial, which is...

"Note: Remember, if you ever notice that SDSME is not saving the header data for you, that means you didn't click somewhere else on the header table or pressing enter after changing the header value. Always after changing the value, you must click elsewhere on the header table or press enter, 'cause if you don't... then the header data in that particular area won't save."

Oh and something you should also change in this tutorial... is the weather values. 'Cause I've found alot more Weather Effects than 17 in the ROM itself, I'd recommend copy and pasting this to replace the one that's already there, here they are:

Hm... there is something I'd actually like to be added into this tutorial, which is...

"Note: Remember, if you ever notice that SDSME is not saving the header data for you, that means you didn't click somewhere else on the header table or pressing enter after changing the header value. Always after changing the value, you must click elsewhere on the header table or press enter, 'cause if you don't... then the header data in that particular area won't save."

Oh and something you should also change in this tutorial... is the weather values. 'Cause I've found alot more Weather Effects than 17 in the ROM itself, I'd recommend copy and pasting this to replace the one that's already there, here they are:

Im getting heavily annoyed at 3DS Max 6. I have the plugins installed correctly but I don't know how to import the OBJ from Spiky's DS Map editor. And I can't seem to find the plugin that allows Max 6 to import and export the OBJ files...

Im getting heavily annoyed at 3DS Max 6. I have the plugins installed correctly but I don't know how to import the OBJ from Spiky's DS Map editor. And I can't seem to find the plugin that allows Max 6 to import and export the OBJ files...

I am trying to export my edited version of New Bark Town to a IMD file, but when I click on Nitro export I get a Bitmap error:
"Failed to open texture on material tree1 at path: untitled/tree1.png".
Please help me.

I am trying to export my edited version of New Bark Town to a IMD file, but when I click on Nitro export I get a Bitmap error:
"Failed to open texture on material tree1 at path: untitled/tree1.png".
Please help me.

Thats true, keep those files of the edited maps, and try to edit different maps, some maps have png errors and some don't. I think its because only some were exported correctly in 16 colors, while some are exported and 253 colors.

Thats true, keep those files of the edited maps, and try to edit different maps, some maps have png errors and some don't. I think its because only some were exported correctly in 16 colors, while some are exported and 253 colors.

Hello and thanks for all the fantastic work you guys have been doing. It is extremely impressive.

There is one think I'd like to ask. If I've understood correctly, Maya or 3DS max is needed to convert .obj files into .nsbmd, as Spiky's map editor can't import .nsbmd files. Is that right? Also, are there absolutely no other options than Maya or 3DS max? I can't bear to, umm, obtain either one of those programs (don't want to be a pirate).

You guys totally rock, please keep on working. You make great things possible for us who can't do miracles with computers.

Hello and thanks for all the fantastic work you guys have been doing. It is extremely impressive.

There is one think I'd like to ask. If I've understood correctly, Maya or 3DS max is needed to convert .obj files into .nsbmd, as Spiky's map editor can't import .nsbmd files. Is that right? Also, are there absolutely no other options than Maya or 3DS max? I can't bear to, umm, obtain either one of those programs (don't want to be a pirate).

You guys totally rock, please keep on working. You make great things possible for us who can't do miracles with computers.

You use Maya/3DS Max to convert the model into what is known as a NITRO Intermediate Format, then you use g3dcvtr to convert them into NSBMD. You must have one of the two programs, but someday soon, someone may write a program that converts OBJ directly to NSBMD without need for the NITRO plugins. And SDSME can import NSBMD, it knows how to remove the textures and insert it as a proper map in the various DS games.

You use Maya/3DS Max to convert the model into what is known as a NITRO Intermediate Format, then you use g3dcvtr to convert them into NSBMD. You must have one of the two programs, but someday soon, someone may write a program that converts OBJ directly to NSBMD without need for the NITRO plugins. And SDSME can import NSBMD, it knows how to remove the textures and insert it as a proper map in the various DS games.

Hey! I know that, I wonder if you edited the tileset wrong, or movement permissions changed...
How did you edit the tree? By which way did you edit the trees...before you imported them onto the nsbtx..

Hey! I know that, I wonder if you edited the tileset wrong, or movement permissions changed...
How did you edit the tree? By which way did you edit the trees...before you imported them onto the nsbtx..

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